LTTO Game Types

All Lazer Tag Team Ops taggers have pre-programmed games to play. These games are customizable, but have preset default values for all settings. This page lists all known LTTO game types, the taggers that can host them, a description of the intended game to be played, and the default values for the settings. Remember, since all LTTO taggers are backward compatible, even if a tagger can't host a particular game, it can still join in any game. Also, these are just the built-in games and default settings. Check the Other Game Ideas page for ideas on different ways to play with the available game types.

Can be hosted by: ALLDescription: Also known as "grab and go" due to the simplicity of starting this mode of play (pull the trigger twice). The object of this game is to be the last player not tagged out. This is a non-hosted game with no debriefing or scoring, but also NO LIMIT ON NUMBER OF PLAYERS. This is one of very few (currently the only one) that cannot be customized, since it is not hosted.

Rules: In the Classic LAZER TAG game, all other players are your opponents. Classic LAZER TAG is the only game that has no hosting or joining at the beginning of the game, no debriefing, ranking, or head-to-head comparisons at the end of the game, and has unlimited time to complete the game. Also, players may enter or leave the game at any time as they wish. After being tagged out, a player's elapsed time in the game (from the start of the game to the time at which the player is tagged out) is displayed on your LCD screen.

Can be hosted by: ALLDescription: The object of this game is to be the last player not tagged out, while scoring as many tags against your opponents as possible. In the Custom LAZER TAG game, all other players are your opponents. This variation of Classic LAZER TAG allows all game options to be programmable. This game is fully hosted (requires hosting/joining) for 2-24 players with individual IDs, and supports post-game debriefing.

Rules: No Teams, all players are opponents of each other. Ranking is individual only. Individual ranks are based on receiving 2 points per tag landed on other players, and losing 1 point for every time you’re tagged by another player.

Can be hosted by: ALLDescription: The object of these games is to have the most number of your team’s players remain in the game, while scoring as many tags as possible on opposing players. This is a fully hosted game (requires hosting/joining) for 2 or 3 teams of up to 8 players per team, and supports post-game debriefing.

Rules: In these games, some of the other players are on the same team as you, while others are on one or two opposing teams. It is important that you work with your teammates in order to achieve a high team ranking. Do this by helping to protect any of your teammates who are in danger of being tagged out, and working with your teammates to tag the opposing players out as quickly as possible.
- Individual ranks are based on receiving 2 points per tag landed on players from other teams, and losing 1 point for every time you’re tagged by a player from another team. Tagging your own teammate (Team Tags) costs you 2 points. Being tagged by your own teammates does not hurt your score.
- Team ranks are based on which team has the most players not tagged out when the game ends (this gives an advantage to larger teams, so less-skilled players can be grouped together on a larger team to even things out). In the event of a tie, the TAG MASTER will attempt to break the tie based on the individual scores of the players on each team who did not get tagged out – this rewards the team with the more aggressive players that land more tags. Just hiding or trying to not get tagged may cost your team valuable points that could affect your team’s ranking.

Can be hosted by: DeluxeDescription: The object of this game is to score as many tags as possible on the other team while seeking them, and avoid taking tags while hiding from them. This game is fully hosted (requires hosting/joining) for 2 teams of up to 8 players per team, and supports post-game debriefing.

Rules: Players are divided into two teams. At any given time, one team is seeking while the other team is hiding. The teams switch between seeking and hiding every 60 seconds. When the switch happens, each TAGGER will then display “HIDE” or “SEEK” for 5 seconds to tell the player which mode they are in. When a seeking player tags a hiding player it scores points for the seeking player and his/her team. If a hiding player tags a seeking player, it helps the seeking player by giving him/her one more tag he/she can take until he/she is tagged out. Ranking is individual and team:
- Individual ranks are based on receiving 2 points per tag landed on players from other teams, and losing 1 point for every time you’re tagged by a player from another team. Tagging your own teammate (Team Tags) costs you 2 points. Being tagged by your own teammates does not hurt your score.
- Team ranks are based on the total scores of all players on the team. This gives a slight advantage to larger teams. In the event of a tie, the TAG MASTER will attempt to break the tie based on the scores of only those players who were not tagged out at the end of the game.

Can be hosted by: Tag Master BlasterNote: This game can only be accessed by selecting HOST, pressing 2ndF three times, and then pressing OK.Description: The object of this game is to score as many tags as possible on the other team while seeking them, and avoid taking tags while hiding from them. This game is fully hosted (requires hosting/joining) for 1 team of up to 8 players against the Tag Master (Team 1 Player 1), and supports post-game debriefing.

Rules: Players are divided into two teams. At any given time, one team is seeking while the other team is hiding. The teams switch between seeking and hiding every 60 seconds. When the switch happens, each TAGGER will then display “HIDE” or “SEEK” for 5 seconds to tell the player which mode they are in. When a seeking player tags a hiding player it scores points for the seeking player and his/her team. If a hiding player tags a seeking player, it helps the seeking player by giving him/her one more tag he/she can take until he/she is tagged out. Ranking is individual and team:
- Individual ranks are based on receiving 2 points per tag landed on players from other teams, and losing 1 point for every time you’re tagged by a player from another team. Tagging your own teammate (Team Tags) costs you 2 points. Being tagged by your own teammates does not hurt your score.
- Team ranks are based on the total scores of all players on the team. This gives a slight advantage to larger teams. In the event of a tie, the TAG MASTER will attempt to break the tie based on the scores of only those players who were not tagged out at the end of the game.

NOTES: The end goal for the Tag Master is to survive the game, and the end goal for the other players is to take him down before the game ends. For the first minute, the Tag Master may get to hunt the hunters and they can't do anything about it, then the next minute the shoe is on the other foot. For this game, this has the effect of limiting the hunters’ ability to “mob” the Tag Master if they find him – they are forced to be a bit sneakier, because if they give their position away he is likely to soon have a whole minute to deal with them – and they are individually (probably) too weak to take this kind of beating. But if they get enough of them in the area, they can tag the Tag Master out during their minute of hunting.

Can be hosted by: DeluxeDescription: The object of this game is to score as many tags as possible on the team while you are hunting, and avoid taking tags from the team you are hiding from. This game is fully hosted (requires hosting/joining) for 3 Teams of up to 8 players on each team, and supports post-game debriefing.

Rules: This game is like Hide and Seek, but with the added complexity that players are divided into three teams. At any given time, your team will be hunting one team while hiding from the other team. Every 60 seconds the hunting direction switches so that you must now hide from the team you were just hunting and hunt the team you were just hiding from. All TAGGER units will be alerted just before the switch with a sound effect, and then for 5 seconds after the switch the TAGGER units will display “SWAP” and the new teams to “HUNT” and “AVOID.” Ranking is individual and team:
- Individual ranks are based on receiving 2 points per tag landed on hiding players while you are hunting them, and losing 1 point for every time you’re tagged by a hunting player while you are hiding from them. Tagging your own teammate (Team Tags) counts as 2 points against you. Being tagged by your own teammates does not hurt your score.
- Team ranks are based on the total scores of all players on the team. This gives a slight advantage to larger teams. In the event of a tie, the host will attempt to break the tie based on the scores of only those players who were not tagged out at the end of the game.

Can be hosted by: Tag Master BlasterNote: This game can only be accessed by selecting HOST, pressing 2ndF three times, and then pressing OK.Description: The object of this game is to score as many tags as possible on the team while you are hunting, and avoid taking tags from the team you are hiding from. This game is fully hosted (requires hosting/joining) for 2 Teams of up to 8 players on each team against the Tag Master on a 1 player team (Team 1 Player 1), and supports post-game debriefing.

Rules: This game is like Hide and Seek, but with the added complexity that players are divided into three teams. At any given time, your team will be hunting one team while hiding from the other team. Every 60 seconds the hunting direction switches so that you must now hide from the team you were just hunting and hunt the team you were just hiding from. All TAGGER units will be alerted just before the switch with a sound effect, and then for 5 seconds after the switch the TAGGER units will display “SWAP” and the new teams to “HUNT” and “AVOID.” Ranking is individual and team:
- Individual ranks are based on receiving 2 points per tag landed on hiding players while you are hunting them, and losing 1 point for every time you’re tagged by a hunting player while you are hiding from them. Tagging your own teammate (Team Tags) counts as 2 points against you. Being tagged by your own teammates does not hurt your score.
- Team ranks are based on the total scores of all players on the team. This gives a slight advantage to larger teams. In the event of a tie, the host will attempt to break the tie based on the scores of only those players who were not tagged out at the end of the game.

NOTES: The end goal for the Tag Master is to survive the game, and the end goal for the other players is to take him down before the game ends. For the first minute, the Tag Master may get to hunt the hunters and they can’t do anything about it, then the next minute the shoe is on the other foot. For this game, the intent was to force the teams of hunters to think more about the subtle element of strategy in this game: taking out the OTHER team of hunters once they have weakened the Tag Master. So, there is one minute when you are supposed to hunt the Tag Master, then another when you can be hunting the other team if the game has reached a point where this is a good strategy – and nobody knows just when the other team will choose to turn on them!

Can be hosted by: Deluxe and Tag Master BlasterDescription: The object of these games is to tag out the opposing team’s King while protecting your own King. This game is fully hosted (requires hosting/joining) for 2 or 3 Teams of up to 8 players on each team, and supports post-game debriefing.

Rules: The Kings on any of the teams are not known to the other teams, the only clue is that the King’s TAGGER will not send out an IFF signal. This prevents enemy players from sniffing for his IFF signal, but also makes it easier for them to determine that he is in fact the King once they do find him. These games may require individual players to sacrifice their own individual ranking for the greater good of the team, this is the nature of the game…protect your King even if it means being tagged out.
The host is always the King of Team 1, and the first player to join each of the other teams is the King of that team. The Kings are fully capable of tagging other players (including other Kings) and defending themselves by raising shields. The Kings cannot request or receive Medic Mode assistance. Ranking is individual and team:
- Individual ranks are based on the number of tags you have landed on the other Kings. Tagging your own King counts as 4 points against you. If your King is tagged out before the game ends, you will rank last.
- Team ranks are based on how long each King lasted before being tagged out. If more than one king lasts until the end of the game, the team whose King took the fewest tags wins.

In Zone games, the host TAGGER becomes the Zone TAGGER. The Zone TAGGER does not participate in the game as a player although it still performs all set-up and programming functions and performs the debriefing at the end of the game. The Zone TAGGER creates the Zone by generating a 360° infrared light field using its Receiver Dome. The Zone TAGGER should always be stationary during a game and positioned on a stable surface with the Receiver Dome pointing straight up and level with the ground. The Zone TAGGER should be located in a place so that the Zone can fill a large area, without obstructions that may create dead spots within the Zone. All TAGGER units in the game sense the Zone using their Receiver Domes. TAGGER units accumulate Zone Time whenever they can sense the Zone. Multiple players may be in the Zone at the same time. A player may remain in the Zone as long as he/she is not “Neutralized.” When a player takes a Tag from any other player, whether he/she is in the Zone or not, the tagged player becomes “Neutralized” for 15 seconds. The neutralized TAGGER will display “NEUT” with a fifteen second countdown. A neutralized player cannot tag other players, be tagged by other players, raise shields or add Mega-Tag power. A neutralized player must leave the Zone within 5 seconds of being tagged and remain completely out of the Zone while neutralized. If a player stays in the Zone or returns to the Zone while neutralized, the Zone will become Hostile to that player. A Hostile Zone will cause a player to take multiple tags from the Zone at a pace fast enough to be completely tagged out of the game within just a few seconds. NOTE: You will still accumulate Zone time if you are in the Zone with your shields raised. You will NOT accumulate Zone time however, if you are neutralized with your shields raised and are in the Zone.

Can be hosted by: Deluxe and IRT-2XDescription: The object of the game is to accumulate as much Zone Time as possible. This game is fully hosted (requires hosting/joining) for 2-24 players and supports post-game debriefing. There are no Teams, all players are opponents.

Rules: Own the Zone is a strategic individual game where all players are opponents. Players should focus on getting into and staying in the Zone as long as possible without getting tagged, rather than attacking the opponents. The player with the most Zone Time wins the game. It should be noted that multiple players can be in the Zone at the same time, as long as they can avoid getting tagged. Ranking is individual only and is based only on the player’s accumulated Zone Time.

Can be hosted by: Deluxe and IRT-2XDescription: The object of the game is to accumulate as much collective Zone Time as possible for the whole team. These games are fully hosted (requires hosting/joining) for 2 or 3 teams of up to 8 players on each team, and supports post-game debriefing.

Rules: These two games are played in the same way as the Individual game of Own the Zone except that the players are divided into teams.
A good team strategy, once a zone is controlled, is to have one player designated as the “Zone Keeper”. This player tries to stay in the zone at all times collecting as much Zone time as possible. The team should also position one or two “defenders” inside the zone ready to defend it against incoming hostile players. Finally, two or three “guards” could stay outside the Zone, preventing hostile players from getting close enough to attack the Zone and their teammates inside the Zone. These guards should also attempt to control a safe area so that teammates that are tagged and neutralized (and that must leave the Zone) will have a safe place to go while de-neutralizing. When the Zone Keeper or a defender gets tagged, a guard will need to move into the zone to take his place while the tagged player waits to be de-neutralized. Fluidity, teamwork and coordination are the winning strategies in these games as players on a team move in and out of the Zone, protecting the Zone, protecting each other and tagging all opponents who attempt to overtake the Zone. Score ranking is Individual and Team:
- Individual Ranking is based on total Zone time each individual player accumulates.
- Team Ranking is based on total Zone time of all players on a team as a group.
It is recommended that the Team Tags option be left to “N” (No) for team Zone games, as any “ricochets” or reflections inside the Zone (especially when playing indoors) may cause you to accidentally tag everyone on your entire team with a single badly aimed tag and force them all to leave the Zone. On the other hand, having Team Tags set to “Y” (Yes) makes for a very challenging game!

Can be hosted by: IRT-2X and Tag Master BlasterDescription: The object of this game is for the TAG MASTER to battle against up to 8 of his most feared opponents! The TAG MASTER is alone on Team 1 while his opponents join forces on Team 2 and go for the hits! This game is fully hosted (requires hosting/joining) for 1 team of up to 8 players versus the TAG MASTER who stands alone, and supports post-game debriefing.

Rules: The Host is the TAG MASTER and gets as many tags-until-out and reloads as the entire opposing team gets. For example, if there are 8 players opposing the TAG MASTER, then the TAG MASTER gets as many tags-until-out and tags to launch at his opponents as all 8 of them put together. Ranking is individual and team:
- Individual ranks are based on receiving 2 points per tag landed on players from the other team, and losing 1 point for every time you’re tagged by a player from the other team. Tagging your own teammate (Team Tags) costs you 2 points. Being tagged by your own teammates does not hurt your score.
- Team ranks are based on whether or not the TAG MASTER makes it to the end of the game without being tagged-out. If he does, then Team 1 (the TAG MASTER) takes first place. If he doesn't, then Team 2 (the opponents) takes first place.
NOTE: The TAG MASTER will be ranked individually. Therefore, it is possible for the TAG MASTER to make it to the end of the game (enabling his team to win) and also have the lowest individual score (he could have been tagged a lot, but not out). Or, the TAG MASTER may not have made it to the end of the game (meaning his team lost) but could have the highest individual score if he landed a lot of tags, before he was tagged out.

Can be hosted by: Tag Master BlasterDescription: The object of this game is for the TAG MASTER (Team 1) to survive the game and score as many tags as possible on the opponents (Teams 2 and 3). The opponent's goal is to score as many tags as possible on the TAG MASTER to tag him out. See which team can land the most tags on the TAG MASTER!
Both teams need to cooperate with each other to hunt the TAG MASTER, but they also need to try to weaken each other enough so that the other team cannot take first place. It's in the interest of the TAG MASTER to stir up discord between the two opposing teams so that they won't cooperate enough to defeat him.
The TAG MASTER has half the amount of reloads and tags of all the opponents combined, and the same amount of time and shields as each of the opponents. This game is fully hosted (requires hosting/joining) for 2 teams of up to 8 players each versus the TAG MASTER who stands alone, and supports post-game debriefing.

Scoring:
* The individual rank of the TAG MASTER is based on earning 2 points per tag landed on the opponents and losing 1 pt for every time the opponents land a tag on him. The individual ranks of the opponents are based on receiving 2 points per tag landed on the TAG MASTER and losing 1 pt for every time the TAG MASTER tags them. Tagging your own teammate (Team Tags) costs you 2 points. Being tagged by your own teammates does not hurt your score. Tagging a player on the other team or being tagged by them does not affect your rank.
* Team ranks are based on whether or not the TAG MASTER makes it to the end of the game without being tagged-out. If he does, then Team 1 (the TAG MASTER) takes first place. If he doesn’t, then Team 1 takes last place. Teams 2 and 3 are ranked based on the combined scores of their players. Ties are broken based on the number of players who made it to the end of the game without being tagged-out.
NOTE: The TAG MASTER will be ranked individually. Therefore, it is possible for the TAG MASTER to make it to the end of the game (enabling his team to win) and also have the lowest individual score (he could have been tagged a lot, but not out). Or, the TAG MASTER may not have made it to the end of the game (meaning his team lost) but could have the highest individual score if he landed a lot of tags, before he was tagged out.

Can be hosted by: Tag Master BlasterDescription: The object of this game is for the TAG MASTER (Player 1) to survive the game and score as many tags as possible on the opponents (Players 2 through 24). The opponent's goal is to tag-out the TAG MASTER before the game ends.
The TAG MASTER has half the amount of reloads and tags of all the opponents combined, and the same amount of time and shields as each of the opponents. This game is fully hosted (requires hosting/joining) for 1 team of up to 23 players versus the TAG MASTER who stands alone, and supports post-game debriefing.
HINTS: Form alliances before the start of the game in order to defeat the TAG MASTER - but don't trust your allies too much - they want to earn first place as much as you do! The TAG MASTER should try to keep his opponents at a distance and start battles between the opponents so that they waste their resources and weaken each other.

Scoring:
* Individual ranks of the opponents are based on receiving 2 points per tag landed on the TAG MASTER and losing 1 pt for every time the TAG MASTER tags you (tagging or being tagged by the other opponents does not affect your rank). Individual rank for the TAG MASTER is based on earning 2 points per tag landed on the opponents and losing 1 pt for every time the opponents tag him.
NOTE: All players, except for the TAG MASTER, can use the DUAL TAGGER mode.

In Respawn games, the Host TAGGER becomes the Respawn TAGGER. This is used to create a Respawn Zone which puts players back into the game after they have been temporarily removed from it by taking too many tags. Once a player is tagged 10 times he becomes Neutralized and cannot launch tags, take tags, or raise shields until he is respawned back into the game by returning to the Respawn Zone. Players do not receive any additional reloads, shields, Mega-Tags, or tags-until-out when they respawn.

Can be hosted by: IRT-2XDescription: The object of the game is to be the last player standing! This game is fully hosted, (requires hosting/joining) for up to 24 individual players and supports post-game debriefing. There are no teams, all players are opponents of each other.

Rules: Join up to 24 players and don’t get tagged out. In this fast paced game, every tenth time a player is tagged, he/she becomes neutralized and must retreat back to the RESPAWN ZONE as fast as possible to be able to get back into the game! Ranking is individual only:
- Individual ranks are based on receiving 2 points per tag landed on other players, and losing 1 point for every time you’re tagged by another player.

Can be hosted by: IRT-2XDescription: The object of these games is to compete against each other to determine who is the best LAZER TAG Team! This game is fully hosted, (requires hosting/joining) for 2 or 3 teams of up to 8 players per team, and supports post-game debriefing.

Rules: Just like the individual RESPAWN game, every tenth time a player is tagged, he/she becomes neutralized and must retreat back to the RESPAWN ZONE as fast as possible to be put back into the game! Ranking is individual and team:
- Individual ranks are based on receiving 2 points per tag landed on players from other teams, and losing 1 point for every time you’re tagged by a player from another team. Tagging your own teammate (Team Tags) costs you 2 points. Being tagged by your own teammates does not hurt your score.

Can be hosted by: Tag Master BlasterDescription: The object of the game is to score as many tags as possible on the opposing team's player who has the same Player ID number as you. For example, if you're Player 2 on Team 1, then Player 2 on Team 2 is your "principal opponent" and you get a much higher score for landing tags on that player than you do for tagging other players on his team.
NOTE: Swapping TAGGER units to fool your opponents is not allowed. If you do this, your team automatically forfeits the game. This game is fully hosted, (requires hosting/joining) for 2 teams of up to 8 players each, supports post-game debriefing, and one opponent counts for more than the others.

Scoring:
* Individual ranks are based on earning 1 pt per tag landed on most players from the other team, or 5 points if that players is your principal opponent. You lose 1 pt for every time a player from the other team tags you, whether it is your principal opponent or one of the other opponents. Tagging your own teammate (Team Tags) costs you 2 points. Being tagged by your own teammates does not hurt your score.
* Team ranks are based on the combined scores of all players in the game. Ties are broken based on the number of players on each team who made it to the end of the game.

Can be hosted by: Tag Master BlasterDescription: The object of this game is to be the last player not tagged out, while scoring as many tags against your opponents as possible. In this game, all other players are your opponents, and it's every player for his or herself. Win the game by lasting the longest and scoring the most tags on your opponents.
This game includes a limit on how rapidly you will take tags from other players. You can only be tagged at a rate of roughly 1 tag every other second. You can LAUNCH tags as rapidly as you like, but after the first one lands on an opponent, any rapidly following tags will be wasted.
HINT: Stay hidden while locating your opponents and tag them just enough to make them move so that they get tagged by other players.
This game is fully hosted, (requires hosting/joining) for up to 24 individual players, supports post-game debriefing, and slowed down tag-taking.

Scoring:
* Individual ranks are based on earning 10 points for every full minute of the game that you are not tagged out plus 2points per tag landed on any other players. You lose 1 pt for every time a player tags you.

Can be hosted by: Tag Master BlasterNote: These games can only be accessed by selecting HOST, pressing 2ndF three times, and then pressing OK.Description: The object of this game is to be the last player and team not tagged out, while scoring as many tags against your opponents as possible. In this game, the other teams are your opponents. Win the game by lasting the longest and scoring the most tags on your opponents.
This game includes a limit on how rapidly you will take tags from other players. You can only be tagged at a rate of roughly 1 tag every other second. You can LAUNCH tags as rapidly as you like, but after the first one lands on an opponent, any rapidly following tags will be wasted.
HINT: Stay hidden while locating your opponents and tag them just enough to make them move so that they get tagged by other players.
This game is fully hosted, (requires hosting/joining) for 2 or 3 teams of up to 8 players each, supports post-game debriefing, and slowed down tag-taking.

Scoring:
* Individual ranks are based on earning 10 points for every full minute of the game that you are not tagged out plus 2points per tag landed on any other players. You lose 1 pt for every time a player tags you.